As one of the latest appointments to the Digital Schoolhouse team as Curriculum Content Developer, I wanted to take this opportunity to introduce myself and explain a little of what attracted me to the position. As an experienced teacher, I have come to love creating innovative Computer Science resources and have grown increasingly frustrated that I am not always able to develop them to the standard I would like.

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2018 has been a landmark year for Digital Schoolhouse (DSH) and one with many firsts! We've reached over 15,000 students, featured on Twitch's homepage, hobnobbed with royalty and acquired a new team member (and we're looking for one more!). Here's our best bits from 2018, so grab a mug of something festive and join us in reflecting on what I'm sure you can agree, has been a pivotal year for Digital Schoolhouse and for computing education.

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2018 year has been exciting for computing education. The government is clearly committed to the industrial strategy as announced in 2017, and many of these promises have been fleshed out throughout the year in various proposals, commitments and programmes. As the year comes to a close, why not take a closer look at the year in policy and computing education. A summary of all the most important highlights from policy and computing.

We are thrilled to announce that Digital Schoolhouse (DSH) will receive £200,000 from the Department of Digital, Culture, Media and Sport (DCMS) as announced today by Creative Industries Minister Margot James at Dudley College.

As the newest member of the Digital Schoolhouse team I thought it would be a good opportunity to tell you a little bit about myself and what motivated me to be a part of DSH. Having graduated from Durham University earlier this summer, I am excited to start my role as DSH’s Programme Coordinator Intern and to be involved in running this great programme.

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Following the annoucement at Ukie’s AGM, we return with our third national esports tournament and we are delighted to announce that the competition once again features the popular game Overwatch® by Blizzard Entertainment. Last year’s tournament succeeded to reach over 2,000 students who participated as either players or as part of the school or college’s event management, social media, press and community team.